vf_xfade_vulkan: convert to compile-time SPIR-V generation

This commit is contained in:
Lynne
2026-04-21 07:23:29 +02:00
parent f8f485fb3c
commit 2f7d3290c0
4 changed files with 245 additions and 289 deletions
Vendored
+1 -1
View File
@@ -4302,7 +4302,7 @@ scale_vulkan_filter_deps="vulkan spirv_compiler spirv_library"
vpp_qsv_filter_deps="libmfx"
vpp_qsv_filter_select="qsvvpp"
xfade_opencl_filter_deps="opencl"
xfade_vulkan_filter_deps="vulkan spirv_library"
xfade_vulkan_filter_deps="vulkan spirv_compiler"
yadif_cuda_filter_deps="ffnvcodec"
yadif_cuda_filter_deps_any="cuda_nvcc cuda_llvm"
yadif_videotoolbox_filter_deps="metal corevideo videotoolbox"
+18 -288
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@@ -28,6 +28,9 @@
#define IN_B 1
#define IN_NB 2
extern const unsigned char ff_xfade_comp_spv_data[];
extern const unsigned int ff_xfade_comp_spv_len;
typedef struct XFadeParameters {
float progress;
} XFadeParameters;
@@ -86,254 +89,12 @@ enum XFadeTransitions {
NB_TRANSITIONS,
};
static const char transition_fade[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, mix(a, b, progress)); )
C(0, } )
};
static const char transition_wipeleft[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, int s = int(size.x * (1.0 - progress)); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, pos.x > s ? b : a); )
C(0, } )
};
static const char transition_wiperight[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, int s = int(size.x * progress); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, pos.x > s ? a : b); )
C(0, } )
};
static const char transition_wipeup[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, int s = int(size.y * (1.0 - progress)); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, pos.y > s ? b : a); )
C(0, } )
};
static const char transition_wipedown[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, int s = int(size.y * progress); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, pos.y > s ? a : b); )
C(0, } )
};
#define SHADER_SLIDE_COMMON \
C(0, void slide(int idx, ivec2 pos, float progress, ivec2 direction) ) \
C(0, { ) \
C(1, ivec2 size = imageSize(output_images[idx]); ) \
C(1, ivec2 pi = ivec2(progress * size); ) \
C(1, ivec2 p = pos + pi * direction; ) \
C(1, ivec2 f = p % size; ) \
C(1, f = f + size * ivec2(f.x < 0, f.y < 0); ) \
C(1, vec4 a = texture(a_images[idx], f); ) \
C(1, vec4 b = texture(b_images[idx], f); ) \
C(1, vec4 r = (p.y >= 0 && p.x >= 0 && size.y > p.y && size.x > p.x) ? a : b; ) \
C(1, imageStore(output_images[idx], pos, r); ) \
C(0, } )
static const char transition_slidedown[] = {
SHADER_SLIDE_COMMON
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, slide(idx, pos, progress, ivec2(0, -1)); )
C(0, } )
};
static const char transition_slideup[] = {
SHADER_SLIDE_COMMON
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, slide(idx, pos, progress, ivec2(0, +1)); )
C(0, } )
};
static const char transition_slideleft[] = {
SHADER_SLIDE_COMMON
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, slide(idx, pos, progress, ivec2(+1, 0)); )
C(0, } )
};
static const char transition_slideright[] = {
SHADER_SLIDE_COMMON
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, slide(idx, pos, progress, ivec2(-1, 0)); )
C(0, } )
};
#define SHADER_CIRCLE_COMMON \
C(0, void circle(int idx, ivec2 pos, float progress, bool open) ) \
C(0, { ) \
C(1, const ivec2 half_size = imageSize(output_images[idx]) / 2; ) \
C(1, const float z = dot(half_size, half_size); ) \
C(1, float p = ((open ? (1.0 - progress) : progress) - 0.5) * 3.0; ) \
C(1, ivec2 dsize = pos - half_size; ) \
C(1, float sm = dot(dsize, dsize) / z + p; ) \
C(1, vec4 a = texture(a_images[idx], pos); ) \
C(1, vec4 b = texture(b_images[idx], pos); ) \
C(1, imageStore(output_images[idx], pos, \
mix(open ? b : a, open ? a : b, \
smoothstep(0.f, 1.f, sm))); ) \
C(0, } )
static const char transition_circleopen[] = {
SHADER_CIRCLE_COMMON
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, circle(idx, pos, progress, true); )
C(0, } )
};
static const char transition_circleclose[] = {
SHADER_CIRCLE_COMMON
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, circle(idx, pos, progress, false); )
C(0, } )
};
#define SHADER_FRAND_FUNC \
C(0, float frand(vec2 v) ) \
C(0, { ) \
C(1, return fract(sin(dot(v, vec2(12.9898, 78.233))) * 43758.545); ) \
C(0, } )
static const char transition_dissolve[] = {
SHADER_FRAND_FUNC
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, float sm = frand(pos) * 2.0 + (1.0 - progress) * 2.0 - 1.5; )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, sm >= 0.5 ? a : b); )
C(0, } )
};
static const char transition_pixelize[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, float d = min(progress, 1.0 - progress); )
C(1, float dist = ceil(d * 50.0) / 50.0; )
C(1, float sq = 2.0 * dist * min(size.x, size.y) / 20.0; )
C(1, float sx = dist > 0.0 ? min((floor(pos.x / sq) + 0.5) * sq, size.x - 1) : pos.x; )
C(1, float sy = dist > 0.0 ? min((floor(pos.y / sq) + 0.5) * sq, size.y - 1) : pos.y; )
C(1, vec4 a = texture(a_images[idx], vec2(sx, sy)); )
C(1, vec4 b = texture(b_images[idx], vec2(sx, sy)); )
C(1, imageStore(output_images[idx], pos, mix(a, b, progress)); )
C(0, } )
};
static const char transition_wipetl[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, float zw = size.x * (1.0 - progress); )
C(1, float zh = size.y * (1.0 - progress); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, (pos.y <= zh && pos.x <= zw) ? a : b); )
C(0, } )
};
static const char transition_wipetr[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, float zw = size.x * (progress); )
C(1, float zh = size.y * (1.0 - progress); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, (pos.y <= zh && pos.x > zw) ? a : b); )
C(0, } )
};
static const char transition_wipebl[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, float zw = size.x * (1.0 - progress); )
C(1, float zh = size.y * (progress); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, (pos.y > zh && pos.x <= zw) ? a : b); )
C(0, } )
};
static const char transition_wipebr[] = {
C(0, void transition(int idx, ivec2 pos, float progress) )
C(0, { )
C(1, ivec2 size = imageSize(output_images[idx]); )
C(1, float zw = size.x * (progress); )
C(1, float zh = size.y * (progress); )
C(1, vec4 a = texture(a_images[idx], pos); )
C(1, vec4 b = texture(b_images[idx], pos); )
C(1, imageStore(output_images[idx], pos, (pos.y > zh && pos.x > zw) ? a : b); )
C(0, } )
};
static const char* transitions_map[NB_TRANSITIONS] = {
[FADE] = transition_fade,
[WIPELEFT] = transition_wipeleft,
[WIPERIGHT] = transition_wiperight,
[WIPEUP] = transition_wipeup,
[WIPEDOWN] = transition_wipedown,
[SLIDEDOWN] = transition_slidedown,
[SLIDEUP] = transition_slideup,
[SLIDELEFT] = transition_slideleft,
[SLIDERIGHT] = transition_slideright,
[CIRCLEOPEN] = transition_circleopen,
[CIRCLECLOSE] = transition_circleclose,
[DISSOLVE] = transition_dissolve,
[PIXELIZE] = transition_pixelize,
[WIPETL] = transition_wipetl,
[WIPETR] = transition_wipetr,
[WIPEBL] = transition_wipebl,
[WIPEBR] = transition_wipebr,
};
static av_cold int init_vulkan(AVFilterContext *avctx)
{
int err = 0;
uint8_t *spv_data;
size_t spv_len;
void *spv_opaque = NULL;
XFadeVulkanContext *s = avctx->priv;
FFVulkanContext *vkctx = &s->vkctx;
const int planes = av_pix_fmt_count_planes(s->vkctx.output_format);
FFVulkanShader *shd = &s->shd;
FFVkSPIRVCompiler *spv;
FFVulkanDescriptorSetBinding *desc;
spv = ff_vk_spirv_init();
if (!spv) {
av_log(avctx, AV_LOG_ERROR, "Unable to initialize SPIR-V compiler!\n");
return AVERROR_EXTERNAL;
}
s->qf = ff_vk_qf_find(vkctx, VK_QUEUE_COMPUTE_BIT, 0);
if (!s->qf) {
@@ -344,75 +105,44 @@ static av_cold int init_vulkan(AVFilterContext *avctx)
RET(ff_vk_exec_pool_init(vkctx, s->qf, &s->e, s->qf->num*4, 0, 0, 0, NULL));
RET(ff_vk_init_sampler(vkctx, &s->sampler, 1, VK_FILTER_NEAREST));
RET(ff_vk_shader_init(vkctx, &s->shd, "xfade",
VK_SHADER_STAGE_COMPUTE_BIT,
NULL, 0,
32, 32, 1,
0));
desc = (FFVulkanDescriptorSetBinding []) {
{
.name = "a_images",
SPEC_LIST_CREATE(sl, 2, 2*sizeof(int))
SPEC_LIST_ADD(sl, 0, 32, s->transition);
SPEC_LIST_ADD(sl, 1, 32, planes);
ff_vk_shader_load(&s->shd, VK_SHADER_STAGE_COMPUTE_BIT,
NULL, (int []) { 32, 32, 1 }, 0);
const FFVulkanDescriptorSetBinding desc[] = {
{ /* a_images */
.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.dimensions = 2,
.elems = planes,
.stages = VK_SHADER_STAGE_COMPUTE_BIT,
.samplers = DUP_SAMPLER(s->sampler),
},
{
.name = "b_images",
{ /* b_images */
.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.dimensions = 2,
.elems = planes,
.stages = VK_SHADER_STAGE_COMPUTE_BIT,
.samplers = DUP_SAMPLER(s->sampler),
},
{
.name = "output_images",
{ /* output_images */
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.mem_layout = ff_vk_shader_rep_fmt(s->vkctx.output_format, FF_VK_REP_FLOAT),
.mem_quali = "writeonly",
.dimensions = 2,
.elems = planes,
.stages = VK_SHADER_STAGE_COMPUTE_BIT,
},
};
RET(ff_vk_shader_add_descriptor_set(vkctx, &s->shd, desc, 3, 0, 0));
GLSLC(0, layout(push_constant, std430) uniform pushConstants { );
GLSLC(1, float progress; );
GLSLC(0, }; );
ff_vk_shader_add_descriptor_set(vkctx, &s->shd, desc, 3, 0, 0);
ff_vk_shader_add_push_const(&s->shd, 0, sizeof(XFadeParameters),
VK_SHADER_STAGE_COMPUTE_BIT);
// Add the right transition type function to the shader
GLSLD(transitions_map[s->transition]);
GLSLC(0, void main() );
GLSLC(0, { );
GLSLC(1, ivec2 pos = ivec2(gl_GlobalInvocationID.xy); );
GLSLF(1, int planes = %i; ,planes);
GLSLC(1, for (int i = 0; i < planes; i++) { );
GLSLC(2, transition(i, pos, progress); );
GLSLC(1, } );
GLSLC(0, } );
RET(spv->compile_shader(vkctx, spv, shd, &spv_data, &spv_len, "main",
&spv_opaque));
RET(ff_vk_shader_link(vkctx, shd, spv_data, spv_len, "main"));
RET(ff_vk_shader_link(vkctx, &s->shd,
ff_xfade_comp_spv_data,
ff_xfade_comp_spv_len, "main"));
RET(ff_vk_shader_register_exec(vkctx, &s->e, &s->shd));
s->initialized = 1;
fail:
if (spv_opaque)
spv->free_shader(spv, &spv_opaque);
if (spv)
spv->uninit(&spv);
return err;
}
+1
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@@ -6,3 +6,4 @@ OBJS-$(CONFIG_BWDIF_VULKAN_FILTER) += vulkan/bwdif.comp.spv.o
OBJS-$(CONFIG_SCALE_VULKAN_FILTER) += vulkan/debayer.comp.spv.o
OBJS-$(CONFIG_V360_VULKAN_FILTER) += vulkan/v360.comp.spv.o
OBJS-$(CONFIG_INTERLACE_VULKAN_FILTER) += vulkan/interlace.comp.spv.o
OBJS-$(CONFIG_XFADE_VULKAN_FILTER) += vulkan/xfade.comp.spv.o
+225
View File
@@ -20,6 +20,7 @@
#extension GL_EXT_shader_image_load_formatted : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_nonuniform_qualifier : require
#define FADE 0
#define WIPELEFT 1
@@ -39,3 +40,227 @@
#define WIPEBL 15
#define WIPEBR 16
layout (constant_id = 0) const int transition = 0;
layout (constant_id = 1) const int planes = 0;
layout (local_size_x_id = 253, local_size_y_id = 254, local_size_z_id = 255) in;
layout (set = 0, binding = 0) uniform sampler2D a_images[];
layout (set = 0, binding = 1) uniform sampler2D b_images[];
layout (set = 0, binding = 2) uniform writeonly image2D output_img[];
layout (push_constant, scalar) uniform pushConstants {
float progress;
};
void transition_fade(int idx, ivec2 pos)
{
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, mix(a, b, progress));
}
void transition_wipeleft(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.x * (1.0 - progress));
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.x > s ? b : a);
}
void transition_wiperight(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.x * progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.x > s ? a : b);
}
void transition_wipeup(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.y * (1.0 - progress));
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.y > s ? b : a);
}
void transition_wipedown(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
int s = int(size.y * progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, pos.y > s ? a : b);
}
#define SHADER_SLIDE_COMMON(name, direction) \
void transition_ ## name(int idx, ivec2 pos) \
{ \
ivec2 size = imageSize(output_img[idx]); \
ivec2 pi = ivec2(progress * size); \
ivec2 p = pos + pi * direction; \
ivec2 f = p % size; \
f = f + size * ivec2(f.x < 0, f.y < 0); \
vec4 a = texture(a_images[idx], f); \
vec4 b = texture(b_images[idx], f); \
vec4 r = (p.y >= 0 && p.x >= 0 && size.y > p.y && size.x > p.x) ? a : b; \
imageStore(output_img[idx], pos, r); \
}
SHADER_SLIDE_COMMON(slidedown, ivec2(0, -1))
SHADER_SLIDE_COMMON(slideup, ivec2(0, +1))
SHADER_SLIDE_COMMON(slideleft, ivec2(+1, 0))
SHADER_SLIDE_COMMON(slideright, ivec2(-1, 0))
#define SHADER_CIRCLE_COMMON(name, open) \
void transition_ ## name(int idx, ivec2 pos) \
{ \
const ivec2 half_size = imageSize(output_img[idx]) / 2; \
const float z = dot(half_size, half_size); \
float p = ((open ? (1.0 - progress) : progress) - 0.5) * 3.0; \
ivec2 dsize = pos - half_size; \
float sm = dot(dsize, dsize) / z + p; \
vec4 a = texture(a_images[idx], pos); \
vec4 b = texture(b_images[idx], pos); \
imageStore(output_img[idx], pos, \
mix(open ? b : a, open ? a : b, \
smoothstep(0.f, 1.f, sm))); \
}
SHADER_CIRCLE_COMMON(circleopen, true)
SHADER_CIRCLE_COMMON(circleclose, false)
float frand(vec2 v)
{
return fract(sin(dot(v, vec2(12.9898, 78.233))) * 43758.545);
}
void transition_dissolve(int idx, ivec2 pos)
{
float sm = frand(pos) * 2.0 + (1.0 - progress) * 2.0 - 1.5;
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, sm >= 0.5 ? a : b);
}
void transition_pixelize(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float d = min(progress, 1.0 - progress);
float dist = ceil(d * 50.0) / 50.0;
float sq = 2.0 * dist * min(size.x, size.y) / 20.0;
float sx = dist > 0.0 ? min((floor(pos.x / sq) + 0.5) * sq, size.x - 1) : pos.x;
float sy = dist > 0.0 ? min((floor(pos.y / sq) + 0.5) * sq, size.y - 1) : pos.y;
vec4 a = texture(a_images[idx], vec2(sx, sy));
vec4 b = texture(b_images[idx], vec2(sx, sy));
imageStore(output_img[idx], pos, mix(a, b, progress));
}
void transition_wipetl(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (1.0 - progress);
float zh = size.y * (1.0 - progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y <= zh && pos.x <= zw) ? a : b);
}
void transition_wipetr(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (progress);
float zh = size.y * (1.0 - progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y <= zh && pos.x > zw) ? a : b);
}
void transition_wipebl(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (1.0 - progress);
float zh = size.y * (progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y > zh && pos.x <= zw) ? a : b);
}
void transition_wipebr(int idx, ivec2 pos)
{
ivec2 size = imageSize(output_img[idx]);
float zw = size.x * (progress);
float zh = size.y * (progress);
vec4 a = texture(a_images[idx], pos);
vec4 b = texture(b_images[idx], pos);
imageStore(output_img[idx], pos, (pos.y > zh && pos.x > zw) ? a : b);
}
void main()
{
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
vec2 ipos = pos + vec2(0.5);
for (int i = 0; i < planes; i++) {
ivec2 size = imageSize(output_img[i]);
if (any(greaterThanEqual(pos, size)))
return;
switch (transition) {
case FADE:
transition_fade(i, pos);
break;
case WIPELEFT:
transition_wipeleft(i, pos);
break;
case WIPERIGHT:
transition_wiperight(i, pos);
break;
case WIPEUP:
transition_wipeup(i, pos);
break;
case WIPEDOWN:
transition_wipedown(i, pos);
break;
case SLIDEDOWN:
transition_slidedown(i, pos);
break;
case SLIDEUP:
transition_slideup(i, pos);
break;
case SLIDELEFT:
transition_slideleft(i, pos);
break;
case SLIDERIGHT:
transition_slideright(i, pos);
break;
case CIRCLEOPEN:
transition_circleopen(i, pos);
break;
case CIRCLECLOSE:
transition_circleclose(i, pos);
break;
case DISSOLVE:
transition_dissolve(i, pos);
break;
case PIXELIZE:
transition_pixelize(i, pos);
break;
case WIPETL:
transition_wipetl(i, pos);
break;
case WIPETR:
transition_wipetr(i, pos);
break;
case WIPEBL:
transition_wipebl(i, pos);
break;
case WIPEBR:
transition_wipebr(i, pos);
break;
}
}
}